
Embrace mind-blowing moments as you’re pulled deep into the many worlds of Split Fiction, a boundary-pushing co-op adventure.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French*, Italian*, German*, Spanish - Spain*, Japanese*, Korean, Polish, Portuguese - Brazil, Simplified Chinese*, Traditional Chinese*languages with full audio support
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Hours played at review time, across 700 reviews with recorded playtime.
Reviews
Themes across 698 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
I've been gaming off and on since the 80's and this is by far the best game I have played. The story was remarkable, the game play mechanics were out of control good. I wanted to pick this apart so badly because I hate EA and everything they release, but I couldn't find any flaws. The puzzle sections were challenging but not impossible the variety of situations was incredible. I was a food item, a farm animal, farted rainbows and so much more. I cannot say enough about this game.
This has to be the most creatively designed co-op game I've ever played. Every chapter introduces new mechanics, changing the way you move, fight, and solve puzzles, so it constantly feels like you're learning and discovering something new. The game effortlessly jumps between dystopian sci-fi and whimsical fantasy, switches from 3D to 2D, and so on. The puzzles are genuinely satisfying to solve because they make full use of each player's unique abilities. The play-time is just the right amount and the environment design is sooo peak.
If this game was an actual book 90% of it would be "then they jumped from one pole to the next and then the next platform in the exact same manner they did for the last 12 hours." Boring ass game bro. The writing is HORRENDOUS. The "abilities" that are "unique" to each level are just reskinned switches. Take turns activating your power and that's most of the puzzles. This "ability" repetition is most obvious in the final moments of the game where they give you THREE DIFFERENT WEAPONS. One of them a MINIGUN, another one a SWORD. They work the EXACT SAME WAY. A SWORD and a MINIGUN. NO DIFFERENCE BESIDES LOOKS. That is a prime example of this game. It sucks. Thanks.
com certeza os desenvolvedores acordaram e falaram: "e se a gente colocasse TODAS as boas ideias em um jogo só?" jogo absurdo de bom!!!
Just dont play with a dumbass named Lenwood Miles III and it'll be an enjoyable experience
和朋友一起玩
好玩
还记得玩《双人成行》时只觉得惊艳,就像在小院里赏一场热闹繁花,相伴闯关的趣味足够动人,可从头到尾,两个人始终被困在同一片时空里,所谓配合,不过是拆分技能、互相搭把手而已。等到亲手打通《双影奇境》,才看清制作组根本无意守着前作的成绩原地踏步,一方屏幕直接被硬生生割裂成两处全然相悖的天地。 一侧是钢筋霓虹堆砌的科幻城邦,条条框框都被理性秩序捆死,像普通人被世俗规则牢牢裹挟;另一侧是笔墨晕染出来的奇幻山野,花草云雾随性而生,满是挣脱束缚之后的浪漫洒脱。不再是共用一套规则的简单分工,两个世界各自独立运转,还能实时互相干涉,我在赛博空间斩碎机械阻碍,对面幻境里就能顺势长出藤蔓通路,两个人不再是凑在一起补齐短板,而是两个完整的灵魂跨着次元彼此成就,这份进步是内核层面的革新,绝非表面换点花哨内容。 整个流程的节奏拿捏得格外通透,主线是一条利落流畅的线性脉络,顺着两位作家的创作矛盾层层推进,全程没有冗余拖沓的绕路环节。设计师把支线岔口巧妙嵌在主线行进的主干道旁,既不会强行拖拽主线进度,又能任由我们自主选择是否驻足探索,完全不用被强制问号清单绑架。主线刚打完一段紧绷的弹幕射击或是高强度BOSS对抗,转角就能撞见画风松弛的支线入口,像是农场经营、风筝飞行、答题闯关这类轻量玩法,刚好能抚平紧张操作带来的紧绷感;等支线里肆意玩够了脑洞小游戏,转身就能无缝切回主线叙事,张弛流转全凭玩家心意掌控,情绪起伏始终跟着游玩体验自然走。 难得的是除主线拥有完整叙事与哲学内核之外,十二条支线里每一条都拥有独立闭环的故事主题与专属思辨,绝非依附主线的边角填充物。 - 支线【笔记本】,对应执念困局的探讨:主角困在自己手写的手稿循环幻境里,执着于反复涂改、改写过往创作里的遗憾,可反复轮回之后才幡然醒悟,既定的故事轨迹从来没有改写的余地,放下执念、接纳创作里的不完美,才是唯一挣脱循环的出路。 - 支线【农场生活】,围绕造物与生命自由展开拉扯:两位作者亲手执笔创造出整片农场生灵,可笔下的小猪、作物不甘被创作者的设定强行束缚,执意挣脱剧本框架奔赴旷野,直白探讨了创作者的掌控欲,和生命与生俱来的选择权该如何取舍。 还有支线【游戏节目】,借镜像答题、循环博弈的玩法,拷问标准答案与多元思考的价值:世人总被单一规则、固定答案束缚思维,可世间万事本就不存在唯一解,刻板的程序化评判,只会彻底禁锢想象力与独立思考。 这些零散故事全都源自两位主角年少搁置的创作草稿,既补全了人物过往的创作心路,又各自撑起一套完整的价值探讨,哪怕单独拎出来品读,也有着足够厚重的回味空间,主线与支线彼此映照,整体叙事的层次感直接被拉满。 它彻底挣脱了传统游戏固化的第三人称固定运镜框架,故事全程游走在截然不同的画风与视角之间,横版卷轴、俯视解谜、电影长镜头来回穿插切换,转场穿插行云流水,没有半分生硬割裂。整场冒险玩下来,仿佛把各类游戏独有的乐趣尽数收纳其中,体验丰富得超乎想象。你可以驾驭飞龙凌空遨游云海,能够投掷炸弹轰开前路阻碍,既能化身树人扎根山野舒展藤蔓操控自然,也可变作精灵翩然滑翔穿梭幻境;科幻场景里末日星球轰然崩解,支线【坍缩之星】里太阳氦闪迸发的灼热图景铺展开来,天地倾覆的窒息压迫感扑面而来,视觉冲击力直接击穿屏幕,沉浸式的震撼根本没法用文字简单描摹。 关卡的排布完全顺着双世界的叙事脉络生长,没有流水线罐头式的模板桎梏,每一段路线都牢牢扣住两位作家笔下的创作设定。科幻关卡的道路全是精密机械拼接而成,机关依靠程序、重力、电子信号触发,解谜逻辑讲究严谨推演;奇幻关卡则依托自然肌理搭建,通路靠藤蔓、符文、生物形变生成,解题思路偏向随性的创意突破。哪怕是完全一致的行进路线,左右分屏也会分别做出科幻机械版、手绘奇幻版两套完整建模,到终章里我们还能直接穿行闯入对方的画风疆域,两个创作世界彻底打破边界交织相融。收尾流程飞速回溯了旅途里遭遇的几乎全部敌人与剧情片段,一路散落的伏笔尽数收拢闭环,全程跟着视角极速流转,心绪跟着画面起伏跌宕,后劲绵长。 美术设计把两种创作美学的反差玩到了极致,科幻侧用冷银、幽紫、霓虹蓝勾勒赛博都市,硬朗的金属线条、全息光影把理性创作的克制感具象化;奇幻侧铺陈暖金、柔粉、清透水色,手绘笔触、流动光效把幻想创作的自由浪漫铺展开来。中途还插入铅笔线稿的手绘画风段落,画面能跟着书写构思实时涂改重构,笔尖擦痕、线条褶皱全都做成动态交互效果,不同美术风格来回跳转却毫无违和,每一帧单独截下,都称得上是完整的艺术画面。 最巧妙的地方在于,两个人的专属技能完全扎根于各自的世界观设定,从来不是凭空捏造的玩法工具。米欧作为硬核科幻作家,手里的重力武士刀、电子破解、远程爆破,全部依托她笔下的科技宇宙而生,对应着她信奉秩序、偏爱理性推演的创作内核;佐伊是浪漫奇幻创作者,树人、精灵的生物变形、元素召唤魔法,都源自她笔尖编织的魔法史诗,贴合她挣脱规则、追随灵感的创作态度。甚至两套能力还能跟着世界切换完成形态转化,科幻里的机械触手踏入幻境就化作魔法藤蔓,技能形态跟着世界观自然适配,玩法和故事从根上牢牢拧成了一体,玩的时候每一次释放技能,都是在亲身触碰两位主角笔下的创作山河。 游玩途中藏着大量对游戏界经典IP的致敬彩蛋,也是这份体验里不可或缺的惊喜亮点,看得出来制作组本身就是资深玩家,把行业经典情怀悄悄揉进了每一处场景细节里。我们能复刻《刺客信条》标志性的信仰之跃,从高台纵身跃入草堆,连台词都贴合原作氛围感;场景里近乎1:1还原了《艾尔登法环》的圆桌厅堂,中央光芒与剑丛陈设精准复刻,一眼就能认出交界地的标志性场景;黑魂、只狼一脉的篝火存档意象也藏在流程里,哪怕外形做了改编,老玩家一眼就能读懂“坐火存档”的内核;甚至还能捕捉到《战神》硬朗战斗风格的动作影子,硬核挥砍的打击感颇有几分奎托斯的凌厉气场。这些致敬没有生硬堆砌,全都顺着关卡场景自然植入,一边推进冒险一边挖掘彩蛋,像是和整个游戏行业的经典作品隔空呼应,情怀与新意两全。 这场冒险从始至终,也是两个人慢慢卸下防备、彼此靠近的全过程。最初二人囿于各自的创作执念,固守着自己世界的对错标准,看待对方永远带着偏见与疏离,连配合闯关都带着几分勉强的隔阂。一路携手闯过重重关卡,亲眼看见对方笔下世界的美好与遗憾,才慢慢跳出自身的固有视角,读懂彼此创作背后藏着的柔软与挣扎,隔阂在一次次协作里慢慢消融,了解不断加深,距离也在悄然拉近。借着两个对立创作者的相处日常,故事也在静静探讨人性本身:人从来没有绝对的理性或是绝对的浪漫,秩序会束缚灵魂,自由也难免失去边界,完整的人性本就是两种特质的相融共生,接纳对方的不同,本质上也是接纳自己身上未曾展露的另一面。 而贯穿全篇的故事机、系统故障,更是藏着一层耐人回味的哲学思辨。所有人都默认故事机该按照既定程序平稳运转,故障等同于错误、崩坏与失控,所有人都下意识想要修正、抹杀异常。可整场旅途恰恰是故障催生的奇遇,那些跳出预设剧本的错乱画面、跨界互通的规则漏洞,反而打破了创作的禁锢,让两个割裂的世界拥有了对话的机会。细细琢磨便会发觉,所谓故障未必是体系的缺陷,一成不变的程序化圆满本就单薄,混乱与意外反而能撕开固化规则的缝隙,无论是故事创作,还是现实人生,容错、接纳失控,才拥有无限延展的可能。 最让人头皮发麻的当属最后一章,视角与画风在眼前极速轮转切换,流畅又极具冲击力。我们二人行走在完全一致的关卡路径里,脚下却是科幻机械与笔墨奇幻两种全然割裂的背景设定,甚至能够直接穿行闯入对方的画风世界,两重疆域就此打破边界交融在一起。流程末尾还飞速回溯了旅途里遭遇的几乎全部敌人与剧情片段,一路散落的细碎伏笔尽数收拢。 但这趟旅程完全挣脱了刻板玩法桎梏,前一刻还握着重力刀在赛博街巷穿梭弹幕,转眼就能驾驭灵龙遨游魔法空域;刚刚跌进手绘线稿的二维天地随意涂改重塑场景,下一秒就撕开了游戏媒介本身的壁垒,一人身在游戏之内闯荡,另一人握着规则权限在外修改环境拉扯同伴脱困。拿游戏本身当作解谜道具,这份天马行空的巧思,创意几乎冲破了当下游戏设计的固有边界。 慢慢往下走,才读懂藏在奇观背后的心意,两位执笔人,一个用科幻落笔描摹现实棱角,一个靠幻想书写心中风月,创作观念完全相悖,被困在自己编织的世界里相互拉扯。我们操控着二人跨越界域闯关前行,本质上也是陪着两个割裂的创作灵魂慢慢释怀,不必强迫对方认同自己的世界,只要看懂彼此笔下的山河,两处天地自然就能相融。 等到终局光影撞在一起,分割屏幕的界限骤然消散,一路埋下的细碎伏笔全部收拢落地,虚实之间的壁垒彻底瓦解,那一刻心头猛地一震,闯关路上所有磨合、试探形成的默契,瞬间都有了归宿。《双人成行》聚焦于烟火家庭里的温柔和解,细腻温存;这款作品抛开了小家情爱,借着一场奇幻冒险放开了格局,任由想象力毫无拘束地舒展奔涌。 一局玩下来只觉得酣畅自在,它不单是在画面、创意和故事上完成了全面进阶,更悄悄道出了一件事:想象力从来不该被屏幕边界、既定玩法、世俗眼光框住,就算立身于完全对立的两处天地,只要愿意俯身读懂对方,所有隔阂与壁垒,都能随心踏平。这款游戏真的太牛逼了。
好玩
good
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Engagement
DAU/MAU are modeled from peak concurrent players (≈×8 and ×28) — Steam publishes no active-user counts, so treat these as rough estimates, not reported figures.
Audience
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
Games most often reviewed by the same players — an audience-affinity signal from our review sample, not full ownership data.
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